Tau and Depth Cues Influence the Position of Braking in Virtual Environment

2011 ◽  
Vol 271-273 ◽  
pp. 158-164
Author(s):  
Wei Dong Tao ◽  
Hong Jing Sun

To investigate whether both the sources of visual information tau cue and depth cue were utilized to guide braking, in the present study we used the virtual reality technology which could decouple the dilation rate of visual object and depth cue. Participants were instructed to park a car to an obstacle as closely as possible and avoid making collision. Results showed: (1) on the condition of same initial distance from car to an obstacle, participants tended to brake in advance on tau speed-up condition, which caused longer distance from braking to an obstacle than on control condition(tau and depth cue couple);While participants tended to postpone braking on tau speed-down condition, which caused the shorter distance from braking to an obstacle than on control condition; (2) On tau speed-up and tau speed-down condition, participants automatically fine-tuned the actual braking position to avoid making collision. These results suggested that both tau cue and depth cue were processed and utilized to direct the behavior of braking by our visual perceptual system.

2013 ◽  
Vol 427-429 ◽  
pp. 2855-2858
Author(s):  
Yu Ping Qin

The virtual construction is achieved in the virtual environment, and the virtual reality technology is the core technology in the virtual construction system. The virtual reality technology is a high-tech information technology which integrates the artificial intelligence, the computer graphics, the man-machine interface technology, multi-media industrial architecture technology, the network technology, the electronics technology and the mechanical technology. The technology aims to utilize computer hardware, software and various sensors to create a virtual environment integrating vision, hearing, touch and smelling, which makes users immersive in the environment. The operators are immersive in the environment and interact with it, obtain sensory stimulation through various media, and gain clear and intuitional understanding of the problems to be solved.


2010 ◽  
Vol 19 (4) ◽  
pp. 281-290 ◽  
Author(s):  
Nicolas Vignais ◽  
Richard Kulpa ◽  
Cathy Craig ◽  
Benoit Bideau

In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.


Author(s):  
Nicolay Dudakov

Virtual reality technology (VR) is a comprehensive technology that allows you to immerse a person in an immersive virtual world using specialized devices (virtual reality helmets). Virtual reality provides a complete immersion in the computer environment surrounding the user and responding to his actions in a natural way, manipulating objects and programmable events in the virtual environment. Virtual reality constructs a new artificial world transmitted to man through his sensations: vision, hearing, touch and others. A person can interact with a 3D, computerized environment, as well as manipulate objects or perform specific tasks by gaining user experience. Virtual reality is an evolving technology for the transfer of user experience (User Experiment: UI) from person to person. Currently, at the stage of information systems design, the use of induced virtual environment technology in dynamic interaction systems leads to the need to analyze the effectiveness of visual perception and transfer to the human neocortex. Visual perception represents a fundamental scientific task and is studied in many areas of science: neurophysiology, psychophysics, psychology, computer graphics and virtual environment, computer vision, computer science theory.


2012 ◽  
Vol 562-564 ◽  
pp. 1870-1873
Author(s):  
Bao Zhang ◽  
Zhi Feng Liu ◽  
Guang Fu Liu

Virtual Reality, Automobile Model, Ergonomics, Aesthetics Abstract. In the process of design development for vehicles, Virtual Reality (VR) technology is the inevitable trend in future. The paper explores the foundation of automobile model based on VR technology. The automobile ergonomic analysis in virtual environment and the aesthetic utilization of VR technology in automobile design are also discussed in paper.


Author(s):  
Amir Shakibamanesh ◽  
Mahshid Ghorbanian

A lot of scientific studies have investigated virtual reality, the technological phenomenon of the modern world. However, there is no comprehensive study about the practical use of this technology in the urban design field. The aim of this chapter is to investigate this subject. The first step is to outline the 3D digital models discussed as a context for the formation of virtual reality. Then summarizing experts view in the field of virtual reality technology; the study presents components, conditions and requirements necessary to create a virtual environment in its real scientific sense. Since the chapter aims at utilizing virtual reality in the context of urban design studies, it focuses on virtual reality applications in urban design projects, and advantages and limitations of this technique in this area. Finally, at the end of this chapter most common devices needed for equipping a VR Lab and experiencing the sense of presence in virtual environment have been studied in three main categories including non-immersive, immersive, and full-immersive.


Author(s):  
Amir Shakibamanesh ◽  
Mahshid Ghorbanian

A lot of scientific studies have investigated virtual reality, the technological phenomenon of the modern world. However, there is no comprehensive study about the practical use of this technology in the urban design field. The aim of this chapter is to investigate this subject. The first step is to outline the 3D digital models discussed as a context for the formation of virtual reality. Then summarizing experts view in the field of virtual reality technology; the study presents components, conditions and requirements necessary to create a virtual environment in its real scientific sense. Since the chapter aims at utilizing virtual reality in the context of urban design studies, it focuses on virtual reality applications in urban design projects, and advantages and limitations of this technique in this area. Finally, at the end of this chapter most common devices needed for equipping a VR Lab and experiencing the sense of presence in virtual environment have been studied in three main categories including non-immersive, immersive, and full-immersive.


2019 ◽  
Vol 11 (9) ◽  
pp. 168781401987832
Author(s):  
Hwa Jen Yap ◽  
Chee Hau Tan ◽  
Sin Ye Phoon ◽  
Kan Ern Liew ◽  
Sivadas Chandra Sekaran

The adoption of virtual reality in manufacturing system simulation had proved its effectiveness in bridging up to the gap between different areas of expertise, especially in product design and manufacturing. Virtual reality had enclosed human–machine interface by enabling the user to be immersed into the virtual environment and experience real-time interaction with the virtual objects. In this article, an implementation of virtual reality in cellular manufacturing system simulation is presented. By utilizing the features of visualization and real-time interaction of virtual reality technology, the manufacturing process of a product had been visualized while the real-time control on the product traveling path based on the user’s input was performed and the corresponding activities that related to the change of traveling path had been predicted in the virtual environment. Through the study, simulation of the manufacturing system in virtual reality showed its potential as a powerful decision support system in process planning and scheduling. Various process planning and schedules can be planned through the virtual environment, while the product traveling distance can be obtained from the developed system.


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